tb1/level3.pas
2012-11-29 23:36:14 -05:00

2214 lines
58 KiB
ObjectPascal
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program TOM_BOMB_EM_AND_INVASION_OF_INANIMATE_OBJECTS;
{by Vincent Weaver....21085-4706}
uses nvmwgraph,crt,detect,smix,dos;
{$G+}
const
{Shape Table Values for Game}
shape1off = 8000;
shape2off = 8400;
shape3off = 8800;
shape4off = 9200;
shape5off = 9600;
shape6off = 10000;
shape7off = 10400;
shape8off = 10800;
shape9off = 11200;
shape10off = 11600;
shape11off = 12000;
shape12off = 12400;
shape13off = 12800;
shape14off = 13200;
shape15off = 13600;
shape16off = 14000;
shape17off = 14400;
shape18off = 14800;
shape19off = 15200;
shape20off = 15600;
bigship1off = 0;
bigship2off = 1600;
bigship3off = 3200;
tbnoff = 0;
tbeoff = 150;
tbsoff = 300;
tbwoff = 450;
shapearray :
array [1..20] of word =(8000,8400,8800,9200,
9600,10000,10400,10800,
11200,11600,12000,12400,
12800,13200,13600,14000,
14400,14800,15200,15600);
shape2array :
array [0..39] of word =(8000,8200,8400,8600,8800,
9000,9200,9400,9600,9800,
10000,10200,10400,10600,10800,
11000,11200,11400,11600,11800,
12000,12200,12400,12600,12800,
13000,13200,13400,13600,13800,
14000,14200,14400,14600,14800,
15000,15200,15400,15600,15800);
shape3array :
array [0..79] of word =(8000,8100,8200,8300,8400,
8500,8600,8700,8800,8900,
9000,9100,9200,9300,9400,
9500,9600,9700,9800,9900,
10000,10100,10200,10300,10400,
10500,10600,10700,10800,10900,
11000,11100,11200,11300,11400,
11500,11600,11700,11800,11900,
12000,12100,12200,12300,12400,
12500,12600,12700,12800,12900,
13000,13100,13200,13300,13400,
13500,13600,13700,13800,13900,
14000,14100,14200,14300,14400,
14500,14600,14700,14800,14900,
15000,15100,15200,15300,15400,
15500,15600,15700,15800,15900);
type ScreenType = array [0..3999] of byte; {For Ansi Loading}
Obstruction = record
x,y:integer;
shooting,dead,exploding:boolean;
explodeprogress:byte;
howmanyhits:integer;
kind,lastshot:byte;
end;
EnemyInfo = record
x,y:integer;
kind:byte;
out,exploding,boundarycheck,dead:boolean;
explodprogress:byte;
minx,maxx,xspeed,yspeed:integer;
hitsneeded:integer;
end;
Virtual = Array [1..64000] of byte; { The size of our Virtual Screen }
VirtPtr = ^Virtual; { Pointer to the virtual screen }
ShapeTable = Array [0..16000] of byte;
ShapePtr = ^ShapeTable;
var ho,mi,se,s100:word;
background:array[0..200,0..11] of byte;
tempsec:integer;
flames:boolean;
inte:integer;
dev,mix,stat,pro,loop : integer;
md : string;
howmuchscroll:byte;
filestuff:searchrec; {for load game}
savegamef:text;
ondisk:string;
tempch:char;
VAR Virscr,VirScr2,VirScr3 : VirtPtr; { Our first Virtual screen }
ShapeTable1:ShapePtr;
num:byte;
Vaddr,Vaddr2,Vaddr3 : Word; { The segment of our 2nd virt. screen}
ShapeAddr:word; { The segment of the shape table}
ShapeOfs:word;
backofs,backseg:word;
ourpal : Array [0..255,1..3] of byte; { A virtual pallette }
enemy:array[0..5] of enemyinfo;
passive:array[0..30] of obstruction;
numpassive:integer;
Soundp : Pointer;
Check : BOOLEAN;
hiscore,level,shields:integer;
beginscore,beginshields:integer;
score:longint;
axel_und_carmen:boolean;
tempi,tempj:integer;
scorest:string[8];
soundeffects:boolean;
lowscore:integer;
it,hiname:string[10];
shipxadd,shipyadd,shipx,shipy,shipspeed,shipframe:integer;
var grapherror:byte;
temp:array[1..3] of byte;
i,j:byte;
x,y,barpos:integer;
screen:screentype absolute $B800:0000;
ch:char;
procedure fillblock(xx1,yy1,xx2,yy2:integer;colo:byte;where:word);
label gus3,gus;
begin
asm
push es {Save Variables}
push ds
mov ax,where {Load where output Goes}
mov es,ax
mov ah,colo {Color To Block}
mov al,colo
mov bx,yy1
mov dx,bx {Multiply by 320 to find start row}
shl dx,5
mov cx,dx
shl dx,1
shl cx,3
add dx,cx
add dx,xx1 {Add x to get column}
mov di,dx {Load into register}
mov dx,[xx2] {Calculate width and store in dx}
sub dx,[xx1]
mov bx,320 {Calcualte and store skipover}
sub bx,dx
push bx
mov bx,[yy2] {calculate height and store in bx}
sub bx,[yy1]
gus3:
mov cx,dx
shr cx,1 {Divide width in half}
jnc gus {If even, jump}
stosb {then store odd byte}
{Jump Past}
gus:
rep stosw {Its even.. so store words}
pop cx {restore and add skipover}
add di,cx
push cx
dec bx {decrement y line}
jnz gus3 {if not zero, go back}
pop cx
pop ds {restore registers}
pop es
end;
end;
procedure ReadConfigFile;
var ff:text;
begin
(* {$I-}
assign(ff,'config.tb1');
reset(ff);
close(ff);
{$I+}
if IOresult<>0 then begin
writeln('Warning: Missing or Invalid "config.tb1" file');
writeln;
writeln('Please run the "tbsetup" utility included to set up your computer. Thank You.');
halt(5);
end;
assign(ff,'config.tb1');
reset(ff);
readln(ff,Xsoundeffects);
readln(ff,Xsbsound);
readln(ff,Xbaseio);
readln(ff,Xirq);
readln(ff,Xdma);
close(ff); *)
end;
function menuread:char;
var chtemp,ch2:char;
begin
repeat until keypressed;
ch2:=#0;
chtemp:=readkey;
if chtemp=chr(0) then ch2:=readkey;
chtemp:=upcase(chtemp);
if (ord(chtemp)<10) and (ord(chtemp)<128) then begin
if ch2='H' then chtemp:='<27>'; {up}
if ch2='M' then chtemp:='<27>'; {right}
if ch2='P' then chtemp:='<27>'; {down}
if ch2='K' then chtemp:='<27>'; {left}
if ch2=';' then chtemp:='<27>'; {f1}
if ch2='I' then chtemp:='<27>'; {pgup}
if ch2='Q' then chtemp:='<27>'; {pgdown}
end;
menuread:=chtemp;
end;
procedure coolbox(x1,y1,x2,y2:integer;fill:boolean;page:word);
begin
for i:=0 to 5 do box(x1+i,y1+i,x2-i,y2-i,31-i,page);
if fill then for i:=y1+5 to y2-5 do
horizontalline(x1+5,x2-5,i,7,page);
end;
Procedure ShutDown;
{ This frees the memory used by the virtual screen }
BEGIN
FreeMem (VirScr,64000);
FreeMem (VirScr2,64000);
FreeMem (VirScr3,16800);
FreeMem (ShapeTable1,16000);
END;
Procedure SetUpVirtual;
{ This sets up the memory needed for the virtual screen }
BEGIN
GetMem (VirScr,64000);
vaddr := seg (virscr^);
GetMem (VirScr2,64000);
vaddr2 := seg (virscr2^);
GetMem (VirScr3,16800);
vaddr3:=seg(virscr3^);
GetMem (ShapeTable1,16000);
shapeaddr:= seg (ShapeTable1^);
shapeofs:=ofs (ShapeTable1^);
backofs:=ofs(background);
backseg:=seg(background);
END;
function showhiscore(showchart,savelist:boolean):integer;
var hilist:text;
testr:string[10];
place,tempi:integer;
names:array[0..9] of string[10];
scores:array[0..9] of longint;
label bob;
begin
assign(hilist,'HISCORE.TB1');
reset(hilist);
for i:=0 to 9 do readln(hilist,names[i]);
for i:=0 to 9 do readln(hilist,scores[i]);
close(hilist);
lowscore:=scores[9];
showhiscore:=scores[0];
if showchart then begin
fillblock(45,40,285,160,7,vga);
coolbox(45,40,285,160,false,vga);
for i:=0 to 9 do
outtextxy(names[i],51,46+(i*10),9,7,vga,true);
for i:=0 to 9 do begin
str(scores[i],testr);
outtextxy(testr,181,46+(i*10),9,7,vga,true);
end;
repeat until keypressed;
ch:=readkey;
end;
if savelist then begin
place:=0;
for tempi:=0 to 9 do if score>scores[tempi] then inc(place);
place:=10-place;
for tempi:=9 downto place do scores[tempi]:=scores[tempi-1];
for tempi:=9 downto place do names[tempi]:=names[tempi-1];
scores[place]:=score;
names[place]:=hiname;
assign(hilist,'HISCORE.TB1');
rewrite(hilist);
for i:=0 to 9 do writeln(hilist,names[i]);
for i:=0 to 9 do writeln(hilist,scores[i]);
close(hilist);
end;
end;
procedure putshape240over(shapeoffset,towhere,xacross,yacross,xx,yy:word);
label bob,bob2,bob3;
begin
asm
{saves registers}
push ds
mov cx,[yy] {multiplies y value by 320}
shl cx,4
mov ax,cx
shl cx,1
add ax,cx
shl cx,1
add ax,cx
shl cx,1
add ax,cx
add ax,[xx] {adds the x-value to get offset}
mov di,ax
mov bx,[yacross]
xor dx,dx
mov ax,[shapeaddr] {moves segment of array}
mov ds,ax
mov ax,[shapeoffset] {moves offsett if array}
{add ax,[shapeofs]}
mov si,ax
mov ax,towhere {loads place to move it}
mov es,ax
xor cx,cx
xor dx,dx
mov ax,240
sub ax,[xacross] {xacross?}
bob:
mov cx,[xacross] {how long to loop across (the x-size of array)}
rep movsb
cmp dx,bx
jz bob3
xor cx,cx
add di,ax
inc dx
jmp bob
bob3:
{restore variables}
pop ds
end;
end;
procedure putshape240(shapeoffset,towhere,xacross,yacross,xx,yy:word);
label bob,bob4,bob2,bob3;
begin
asm
{saves registers}
push ds
mov cx,[yy] {multiplies y value by 320}
shl cx,4
mov ax,cx
shl cx,1
add ax,cx
shl cx,1
add ax,cx
shl cx,1
add ax,cx
add ax,[xx] {adds the x-value to get offset}
mov di,ax
mov bx,240
sub bx,[xacross] {xacross?}
push bx
mov bx,[yacross]
xor dx,dx
mov ax,[shapeaddr] {moves segment of array}
mov ds,ax
mov ax,[shapeoffset] {moves offsett if array}
{add ax,[shapeofs]}
mov si,ax
mov ax,towhere {loads place to move it}
mov es,ax
xor ax,ax
xor cx,cx
xor dx,dx
bob:
mov cx,[xacross] {how long to loop across (the x-size of array)}
bob4:
xor ah,ah
lodsb
cmp ax,0 {If zero skip, if not, store value}
jz bob2
stosb
dec di
bob2: {Adds when x-value must be increased}
inc di
loop bob4
cmp dx,bx
jz bob3
xor cx,cx
pop ax
add di,ax
push ax
inc dx
jmp bob
bob3:
pop bx {restore variables}
pop ds
end;
end;
procedure put10shape240(shapeoffset,towhere,xx,yy:word);
label bob,bob4,bob2,bob3;
begin
asm
{saves registers}
push ds
mov cx,[yy] {multiplies y value by 320}
shl cx,4
mov ax,cx
shl cx,1
add ax,cx
shl cx,1
add ax,cx
shl cx,1
add ax,cx
add ax,[xx] {adds the x-value to get offset}
mov di,ax
mov bx,240
sub bx,10 {xacross?}
push bx
mov bx,9
xor dx,dx
mov ax,[shapeaddr] {moves segment of array}
mov ds,ax
mov ax,[shapeoffset] {moves offsett if array}
{add ax,[shapeofs]}
mov si,ax
mov ax,towhere {loads place to move it}
mov es,ax
xor ax,ax
xor cx,cx
xor dx,dx
bob:
mov cx,10 {how long to loop across (the x-size of array)}
bob4:
xor ah,ah
lodsb
cmp ax,0 {If zero skip, if not, store value}
jz bob2
stosb
dec di
bob2: {Adds when x-value must be increased}
inc di
loop bob4
cmp dx,bx
jz bob3
xor cx,cx
pop ax
add di,ax
push ax
inc dx
jmp bob
bob3:
pop bx {restore variables}
pop ds
end;
end;
procedure putshape(shapeoffset,towhere,xacross,yacross,xx,yy:word);
label bob,bob4,bob2,bob3;
begin
asm
{saves registers}
push ds
mov ax,[yy] {multiplies y value by 320}
shl ax,5
mov cx,ax
shl ax,1
shl cx,3
add ax,cx
add ax,[xx] {adds the x-value to get offset}
mov di,ax
mov bx,320
sub bx,[xacross] {xacross?}
push bx
mov bx,[yacross]
xor dx,dx
mov ax,[shapeaddr] {moves segment of array}
mov ds,ax
mov ax,[shapeoffset] {moves offsett if array}
{add ax,[shapeofs]}
mov si,ax
mov ax,[towhere] {loads place to move it}
mov es,ax
xor ax,ax
xor cx,cx
xor dx,dx
bob:
mov cx,[xacross] {how long to loop across (the x-size of array)}
bob4:
xor ah,ah
lodsb
cmp ax,0 {If zero skip, if not, store value}
jz bob2
stosb
dec di
bob2: {Adds when x-value must be increased}
inc di
loop bob4
cmp dx,bx
jz bob3
xor cx,cx
pop ax
add di,ax
push ax
inc dx
jmp bob
bob3:
pop bx {restore variables}
pop ds
end;
end;
procedure putshapeline(fromwhereo,towhere,xacross,yacross,xx,yy,line:word);
var int,color:integer;
{draws just one line of a shape with same syntax as putshape}
begin
for int:=0 to xacross do begin
{does not work. stack overflow}
(*asm
push ax
push bx
push cx
mov ax,[line] {multiplies y value by 320}
mul [xacross]
add ax,[int]
mov bx,ax
mov ax,[ShapeAddr] {moves segment of array}
mov ds,ax
{mov ax,[ShapeOfs]} {moves offset of array}
mov ax,[fromwhereo]
add ax,bx
mov si,ax
xor ax,ax
lodsb
mov [color],ax
pop cx
pop bx
pop ax
end;*)
color:=ShapeTable1^[fromwhereo+((xacross*line)+int)];
if color<>0 then putpixel(xx+int,yy+line,color,towhere);
end;
end;
procedure putshapeover(fromwhereo,towhere,xacross,yacross,xx,yy:word);
label bbob,bbob4,bbob2,bbob3;
begin
asm
push ax {saves registers}
push dx
push cx
push bx
push ds
mov ax,[yy] {multiplies y value by 320}
shl ax,5
mov cx,ax
shl ax,1
shl cx,3
add ax,cx
add ax,[xx] {adds the x-value to get offset}
mov di,ax
mov bx,320
sub bx,[xacross] {xacross?}
push bx
mov bx,[yacross]
xor dx,dx
mov ax,[shapeaddr] {moves segment of array}
mov ds,ax
(*add ax,[shapeofs] *) {moves offsett if array}
mov ax,[fromwhereo]
mov si,ax
mov ax,[towhere] {loads place to move it}
mov es,ax
xor ax,ax
xor cx,cx
xor dx,dx
bbob:
mov cx,[xacross] {how long to loop across (the x-size of array)}
bbob4:
rep movsb {copies, overwriting}
bbob2: {Adds when x-value must be increased}
cmp dx,bx
jz bbob3
xor cx,cx
pop ax
add di,ax
push ax
inc dx
jmp bbob
bbob3:
pop bx {restore variables}
pop ds
pop bx
pop cx
pop dx
pop ax
end;
end;
procedure flip240(hm:integer);
label gus;
{ This copies 240 columns from vaddr2 to vaddr }
begin
asm
push ds
mov ax, vaddr
mov es, ax
mov ax, vaddr2
mov bx,[hm]
mov cx,bx
shl bx,4
sub bx,cx
add ax,bx
mov ds, ax
xor si,si
xor di, di
mov ax,200
gus:
mov cx, 120
rep movsw
add di,80
dec ax
jnz gus
pop ds
end;
end;
procedure flip50(fromwhere,off1,whereto,off2:word);
label gus;
{ This copies 240 columns from vaddr2 to vaddr }
begin
asm
push ds
mov ax, [whereto]
add ax, [off2]
mov es, ax
mov ax, [fromwhere]
add ax,[off1]
mov ds, ax
xor si,si
xor di, di
mov ax,50
gus:
mov cx, 120
rep movsw
dec ax
jnz gus
pop ds
end;
end;
procedure help;
begin
cls(0,vga);
coolbox(0,0,319,199,false,vga);
outtextxy('HELP',144,10,4,0,vga,false);
outtextxy('--------------------------------------',10,20,12,0,vga,false);
outtextxy('IN THE GAME:',10,30,4,0,vga,false);
outtextxy(' ARROWS MANUEVER',10,40,4,0,vga,false);
outtextxy(' SPACE BAR FIRES MISSILES',10,50,4,0,vga,false);
outtextxy(' F2 SAVES GAME',10,60,4,0,vga,false);
outtextxy(' P=PAUSE S=TOGGLE SOUND ESC=QUIT',10,70,4,0,vga,false);
outtextxy('--------------------------------------',10,80,12,0,vga,false);
outtextxy('MISSION: SHOOT THE INANIMATE OBJECTS',10,90,4,0,vga,false);
outtextxy(' WHY? WATCH THE STORY!',10,100,4,0,vga,false);
outtextxy('--------------------------------------',10,110,12,0,vga,false);
outtextxy('THE SPACE BAR SPEEDS UP MOVIE SCENES',10,120,4,0,vga,false);
outtextxy('ESC QUITS THEM',10,130,4,0,vga,false);
outtextxy('--------------------------------------',10,140,12,0,vga,false);
outtextxy(' SEE "TB1.DOC" FOR MORE HELP/INFO',10,150,4,0,vga,false);
outtextxy('--------------------------------------',10,160,12,0,vga,false);
outtextxy('PRESS ANY KEY TO CONTINUE',64,185,4,0,vga,false);
repeat until keypressed;
ch:=readkey;
end;
Procedure setupsidebar;
VAR i,x,y:integer;
loop1,loop2,loop3:integer;
tempaddr:word;
procedure makehole(y:integer);
begin
fillblock(249,y,314,y+9,0,tempaddr);
horizontalline(249,314,y,24,tempaddr);
horizontalline(249,313,y+10,18,tempaddr);
line(249,y,249,y+9,24,tempaddr);
line(314,y+1,314,y+10,18,tempaddr);
end;
BEGIN
tempaddr:=vaddr;
fillblock(240,0,320,199,19,tempaddr);
line(240,0,240,199,18,tempaddr);
line(240,0,319,0,18,tempaddr);
line(319,0,319,199,24,tempaddr);
line(241,199,319,199,24,tempaddr);
outtextxy('SCORE',241,1,127,0,tempaddr,false);
outtextxy('SCORE',242,2,143,0,tempaddr,false);
makehole(10);
str(score,it);
outtextxy(it,250+(8*(8-length(it))),11,12,0,tempaddr,true);
outtextxy('HI-SCORE',241,21,127,0,tempaddr,false);
outtextxy('HI-SCORE',242,22,143,0,tempaddr,false);
str(hiscore,it);
makehole(30);
outtextxy(it,250+(8*(8-length(it))),31,12,0,tempaddr,true);
outtextxy('LEVEL',241,41,127,0,tempaddr,false);
outtextxy('LEVEL',242,42,143,0,tempaddr,false);
makehole(50);
outtextxy('SHIELDS',241,61,127,0,tempaddr,false);
outtextxy('SHIELDS',242,62,143,0,tempaddr,false);
makehole(70);
for i:=0 to ((4*shields)-1) do line(250+i,71,250+i,78,(47-(i div 4)),tempaddr);
outtextxy('WEAPONS',241,81,127,0,tempaddr,false);
outtextxy('WEAPONS',242,82,143,0,tempaddr,false);
makehole(90);
fillblock(249,111,314,189,0,tempaddr);
line(249,111,249,189,24,tempaddr);
line(315,111,315,189,18,tempaddr);
line(249,111,315,111,24,tempaddr);
line(249,189,315,189,18,tempaddr);
outtextxy(' TB1 ',251,114,15,0,tempaddr,false);
outtextxy('F1-HELP ',251,124,15,0,tempaddr,false);
outtextxy('ESC-QUIT',251,135,15,0,tempaddr,false);
outtextxy('F2-SAVE ',251,145,15,0,tempaddr,false);
flip (vaddr,vaddr2);
END;
procedure ClearKeyboardBuffer;
begin
mem[$0040:$001c]:=mem[$0040:$001a];
end;
Procedure blockmove(x1,y1,x2,y2,p1,x3,y3,p2:word);
{ This is a small procedure to copy block x1,y1,x2,y2,
from page 1 to x3,y3 on page 2}
BEGIN
asm
push ds
push es
mov ax,p1
mov ds,ax
mov ax,p2
mov es,ax
mov bx,[X1]
mov dx,[Y1]
push bx {; and this again for later}
mov bx, dx {; bx = dx}
mov dh, dl {; dx = dx * 256}
xor dl, dl
shl bx, 6 {; bx = bx * 64}
add dx, bx {; dx = dx + bx (ie y*320)}
pop bx {; get back our x}
add bx, dx {; finalise location}
mov si, bx {; es:di = where to go}
mov bx,[X3]
mov dx,[Y3]
push bx {; and this again for later}
mov bx, dx {; bx = dx}
mov dh, dl {; dx = dx * 256}
xor dl, dl
shl bx, 6 {; bx = bx * 64}
add dx, bx {; dx = dx + bx (ie y*320)}
pop bx {; get back our x}
add bx, dx {; finalise location}
mov di, bx {; es:di = where to go}
mov ax,[y2]
sub ax,[y1]
mov dx,[x2]
sub dx,[x1]
mov bx,320
sub bx,dx
@@1 :
mov cx, dx { Width of block to copy divided by 2 }
shr cx,1
jnc @@2
rep movsw
movsb
jmp @@3
@@2:
rep movsw
@@3:
add di,bx
add si,bx
dec ax
jnz @@1
pop es
pop ds
end;
END;
procedure pauseawhile(howlong:word);
var i:word;
begin
i:=0;
repeat
waitretrace;
inc(i);
if i>howlong then exit;
until keypressed;
end;
procedure changescore;
var itemp,jtemp:integer;
begin
str(score:8,scorest);
outtextxy(scorest,250,11,12,0,vaddr,true);
if (score mod 400 =0) and (shields<16) then begin
{if sbeffects then startsound(sound[2],0,false);}
inc(shields);
pal(254,shields*4,0,0);
for itemp:=0 to shields do
for jtemp:=71 to 78 do
horizontalline(250+(itemp*4),
254+(itemp*4),jtemp,
47-itemp,vaddr);
end;
end;
function collision(x1,y1,xsize1,ysize1,x2,y2,xsize2,ysize2:integer):boolean;
var bob:byte;
hit:boolean;
label aat1,aat2,aat3,aat4;
begin
bob:=0;
asm
mov ax,[x1]
mov bx,[x2]
mov cx,[xsize1]
mov dx,[xsize2]
cmp bx,ax
jnge aat1
xchg ax,bx
xchg cx,dx
aat1:
add ax,cx
add bx,dx
sub ax,bx
add cx,dx
cmp cx,ax
jnge aat3
inc [bob]
mov ax,[y1]
mov bx,[y2]
mov cx,[ysize1]
mov dx,[ysize2]
cmp bx,ax
jnge aat2
xchg ax,bx
xchg cx,dx
aat2:
add ax,cx
add bx,dx
sub ax,bx
add cx,dx
cmp cx,ax
jnge aat3
inc [bob]
aat3:
mov [hit],0
cmp [bob],2
jnz aat4
mov [hit],1
aat4:
end;
if hit then collision:=true
else collision:=false;
end;
{%%}
procedure clearshape;
begin
asm
push es
mov cx,8000
mov es,[shapeaddr]
xor di,di
mov al,5
mov ah,al
rep stosw
pop es
end;
end;
procedure outbackline(line,row:word);
label bob,bob2,bob3;
var off2,off:word;
begin
off2:=vaddr3; {not sure why necessary, but keep}
off:=backseg; {losing the values of the original}
asm
{saves registers}
push ds
push es
xor ax,ax {old xx variable (times to repeat)=0}
push ax
{mov cx,[(4-row)*10)] } {multiplies y value by 2400}
{calculates initial offset for y value}
mov ax,4
sub ax,row
shl ax,5
mov bx,ax
shl ax,1
add bx,ax
shl ax,2
add bx,ax
shl ax,3
add bx,ax {original row offset is in bx}
bob2: {get background array}
mov ax,[off]
mov ds,ax
mov dx,[line]
shl dx, 2
mov ax,dx
shl dx,1
add ax,dx
pop cx
add ax,cx
push cx
add ax,[backofs]
mov si,ax
lodsb
xor ah,ah
mov cx,ax
shl cx,3 {from background number, get actual offset}
mov ax,cx
shl cx,3
add ax,cx
shl cx,1
add ax,cx
add ax,8000
mov si,ax
mov ax,[shapeaddr]
mov ds,ax
mov ax,[off2] {loads place to move it}
mov es,ax
mov di,bx
mov ax,220 {what to add to increase one y}
xor dx,dx
bob:
mov cx,20 {how long to loop across (the x-size of array)}
rep movsb {move, overwriting}
cmp dx,9 {see if longer than y size}
jz bob3 {if so, end}
add di,ax {if not, increase y by one}
inc dx
jmp bob
bob3:
add bx,20 {Increase starting offset value}
pop cx {jump if not drawn 12 across}
inc cx
cmp cx,12
push cx
jnz bob2
{restore variables}
pop cx
pop es
pop ds
end;
end;
procedure savegame;
begin
cls(0,vga);
coolbox(0,0,319,199,false,vga);
outtextxy('SAVE GAME',124,10,4,0,vga,false);
outtextxy('THIS WILL ONLY SAVE HOW YOU WERE',10,20,4,0,vga,false);
outtextxy('AT THE BEGINNING OF THE LEVEL!!!',10,30,4,0,vga,false);
findfirst('SG?.TB1',ANYFILE,filestuff);
ondisk:='ALREADY SAVED GAMES:';
while doserror=0 do with filestuff do
begin
ondisk:=concat(ondisk,name[3]);
findnext(filestuff);
end;
if ondisk='' then ondisk:=concat(ondisk,'NONE');
outtextxy(ondisk,10,50,4,0,vga,false);
outtextxy('SAVE WHICH GAME?',10,60,4,0,vga,false);
repeat until keypressed;
tempch:=readkey;
if (tempch>='0') and (tempch<='9') then begin
{$I-}
ondisk:=concat('SG',tempch,'.TB1');
assign(savegamef,ondisk);
rewrite(savegamef);
{$I+}
If IOResult=0 then begin
writeln(savegamef,beginscore);
writeln(savegamef,level);
writeln(savegamef,beginshields);
close(savegamef);
outtextxy('GAME SAVED',120,150,15,0,vga,false);
end
else outtextxy('ERROR! GAME NOT SAVED!',102,150,15,0,vga,false);
outtextxy('PRESS ANY KEY...',96,180,4,0,vga,false);
repeat; until keypressed; tempch:=readkey;
end;
end;
function upcollide(x,y,speed:word;add:integer;howfar,where:word):word;
var add2,color:word;
label mree1,mree2,mree3,mree4,mree5,mree6;
begin
add2:=y+add;
asm
{saves registers}
push ds
mov cx,[add2] {multiplies y value by 320}
shl cx,4
mov ax,cx
shl cx,1
add ax,cx
shl cx,1
add ax,cx
shl cx,1
add ax,cx
add ax,[x] {adds the x-value to get offset}
mov si,ax
mov ax,[where]
mov ds,ax
xor ah,ah
mov [color],0
mov dx,[speed]
inc dx
mree2:
dec dx
mov cx,[howfar]
mree3:
lodsb
cmp ax,3
je mree1
cmp ax,5
je mree4
jne mree6
mree4:
cmp bx,3
je mree6
mree1:
mov [color],ax
mov bx,ax
mree6:
loop mree3
add si,240
sub si,[howfar]
cmp dx,0
jne mree2
pop ds
end;
upcollide:=color;
end;
function leftcollide(x,y,speed:word;add:integer;howfar,where:word):word;
var add2,color:word;
label mree1,mree2,mree3,mree4,mree5,mree6;
begin
add2:=x+add;
asm
{saves registers}
push ds
mov cx,[y] {multiplies y value by 320}
shl cx,4
mov ax,cx
shl cx,1
add ax,cx
shl cx,1
add ax,cx
shl cx,1
add ax,cx
add ax,[add2] {adds the x-value to get offset}
mov si,ax
mov ax,[where]
mov ds,ax
xor ah,ah
mov [color],0
mov dx,[howfar]
inc dx
mree2:
dec dx
mov cx,[speed]
inc cx
mree3:
lodsb
cmp ax,3
je mree1
cmp ax,5
jne mree6
cmp bx,3
je mree6
mree1:
mov [color],ax
mov bx,ax
mree6:
loop mree3
add si,240
sub si,[speed]
cmp dx,0
jne mree2
pop ds
end;
leftcollide:=color;
end;
procedure loadlevel3shapes;
var x,y,i,j,shape:byte;
begin
clearshape;
grapherror:=loadpicsuperpacked(0,0,vaddr,false,true,'tblev3.tb1');
for j:=0 to 3 do
for i:=0 to 19 do
for x:=0 to 9 do
for y:=0 to 9 do
ShapeTable1^[shape3array[(j*20)+i]+((y*10)+x)]
:=getpixel(1+x+(i*11),1+y+(j*11),vaddr);
cls(0,vaddr);
end;
Procedure levelthree;
label newroom;
type{
EnemyInfo = record
x,y:integer;
kind:byte;
out,exploding,boundarycheck,dead:boolean;
explodprogress:byte;
minx,maxx,xspeed,yspeed:integer;
hitsneeded:integer;
end;}
pittype = record
px,py:integer;
end;
kctype = record
kcx,kcy:integer;
kcout:boolean;
end;
const framedir:array[0..1,0..3] of integer =((0,1,0,-1),(1,0,-1,0));
VAR loop1,loop2:integer;
ch,ch2:char;
pits:array[0..4] of pittype;
numpits:byte;
bullet1x,bullet1y,bullet2x,bullet2y,i:integer;
bullet1dir,bullet2dir,collide:byte;
bullet1out,bullet2out:boolean;
whichone,temp,temp2:integer;
tempst:string;
what:byte;
k:integer;
itemp,jtemp:byte;
whatdelay:byte;
tempilg:byte;
xx:integer;
ucollide,dcollide,lcollide,rcollide:word;
walking,feet:byte;
room:byte;
backrow,topblocky:integer;
levelover,odd,changeroom,havegun:boolean;
whichroomnext:array[0..3] of byte; {n,s,e,w}
keycards:array[0..3] of boolean;
keycard:kctype;
shieldup:array[0..11] of boolean;
shieldx,shieldy,laserx,lasery:integer;
laserup:array[0..11] of boolean;
computers:array[0..11] of boolean;
computerx,computery:integer;
computer_0hits:integer;
tempkc:byte;
procedure horizwalls(x,y,howfar:word);
var i:word;
begin
for i:=0 to howfar do
put10shape240(shape3array[3],vaddr2,x+(i*10),y);
end;
procedure verticalwalls(x,y,howfar:word);
var i:word;
begin
for i:=0 to howfar do
put10shape240(shape3array[2],vaddr2,x,y+(i*10));
end;
procedure dopits;
var i:word;
begin
for i:=0 to (numpits-1) do
with pits[i] do
put10shape240(shape3array[5],vaddr2,px,py);
end;
procedure clearroom;
var i,j:byte;
begin
for i:=0 to 23 do
for j:=0 to 19 do
put10shape240(shape3array[0],
vaddr2,i*10,j*10);
end;
procedure doroom(n,s,e,w:boolean);
var i:byte;
begin
for i:=0 to 2 do begin
put10shape240(shape3array[18],vaddr2,100+(i*10),0);
put10shape240(shape3array[18],vaddr2,100+(i*10),199);
put10shape240(shape3array[19],vaddr2,0,90+(i*10));
put10shape240(shape3array[19],vaddr2,239,90+(i*10));
end;
if n then begin
horizwalls(0,0,10);
horizwalls(130,0,10);
end
else horizwalls(0,0,23);
if s then begin
horizwalls(0,197,10);
horizwalls(130,197,10);
end
else horizwalls(0,197,23);
if e then begin
verticalwalls(237,0,8);
verticalwalls(237,110,8);
end
else for i:=0 to 20 do put10shape240(shape3array[2],vaddr2,237,i*10);
if w then begin
verticalwalls(0,0,8);
verticalwalls(0,110,8);
end
else for i:=0 to 20 do put10shape240(shape3array[2],vaddr2,0,i*10);
end;
BEGIN
{loadlevel3shapes;}
computer_0hits:=0;
whatdelay:=1;
havegun:=true;
for i:=0 to 3 do keycards[i]:=false;
for i:=0 to 11 do begin
shieldup[i]:=false;
laserup[i]:=false;
computers[i]:=false;
end;
shieldup[0]:=true;
laserup[0]:=true;
computers[0]:=true;
shipx:=115;
shipy:=180;
odd:=false;
shipxadd:=0;
room:=0;
shipyadd:=0;
shipframe:=1;
shipspeed:=5;
ch:=#1; ch2:=#1;
bullet1out:=false; bullet2out:=false;
bullet1x:=0; bullet1y:=0;
bullet2x:=0; bullet2y:=0;
flip(vaddr2,vaddr);
str(level,tempst);
fillblock(251,52,314,59,0,vaddr);
outtextxy(tempst,307,51,12,0,vaddr,false);
cls(0,vaddr2);
pal(250,0,0,63);
pal(251,63,0,0);
pal(254,shields*4,0,0);
howmuchscroll:=50;
cls(0,vga);
coolbox(70,85,240,120,true,vga);
outtextxy(' LEVEL THREE:',84,95,4,7,vga,false);
outtextxy(' THE ALIEN SHIP',84,105,4,7,vga,false);
clearkeyboardbuffer;
pauseawhile(300);
numpassive:=0;
levelover:=false;
newroom:
numpits:=0;
changeroom:=false;
if room=254 then room:=0;
clearroom;
if shipframe=1 then shipy:=188
else if shipframe=3 then shipy:=3
else if shipframe=2 then shipx:=3
else if shipframe=4 then shipx:=228;
keycard.kcout:=false;
if room=0 then begin
whichroomnext[0]:=1;
whichroomnext[1]:=255;
clearroom;
verticalwalls(30,0,16);
verticalwalls(207,0,16);
verticalwalls(57,30,16);
verticalwalls(180,30,16);
with pits[0] do begin
px:=95;
py:=80;
end;
with pits[1] do begin
px:=135;
py:=80;
end;
numpits:=2; { actual}
dopits;
for i:=0 to 10 do
for j:=0 to 2 do begin
put10shape240(shape3array[4],vaddr2,60+(j*10),80+(i*10));
put10shape240(shape3array[4],vaddr2,150+(j*10),80+(i*10));
end;
{walkway}
for i:=0 to 15 do for j:=0 to 1 do
put10shape240(shape3array[1],vaddr2,110+(j*10),40+(i*10));
put10shape240(shape3array[6],vaddr2,110,30);
put10shape240(shape3array[6],vaddr2,120,30);
computerx:=110;
computery:=30;
if shieldup[0] then begin
shieldx:=10;
shieldy:=10;
put10shape240(shape3array[8],vaddr2,10,10);
end;
if laserup[0] then begin
laserx:=220;
lasery:=10;
put10shape240(shape3array[7],vaddr2,220,10);
end;
{badguys}
{put10shape240(shape3array[32],vaddr2,40,180);
put10shape240(shape3array[32],vaddr2,190,180);}
doroom(true,true,false,false);
end;
if room=1 then begin
whichroomnext[0]:=2;
whichroomnext[1]:=0;
doroom(true,true,false,false);
end;
if room=2 then begin
whichroomnext[1]:=1;
whichroomnext[2]:=6;
whichroomnext[3]:=4;
with pits[0] do begin
px:=95;
py:=80;
end;
with pits[1] do begin
px:=135;
py:=80;
end;
numpits:=2;
dopits;
doroom(false,true,true,true);
end;
if room=3 then begin
whichroomnext[0]:=4;
if not(keycards[3]) then
begin
keycard.kcout:=true;
keycard.kcx:=100;
keycard.kcy:=100;
put10shape240(shape3array[12],vaddr2,100,100);
end;
doroom(true,false,false,false);
end;
if room=4 then begin
whichroomnext[0]:=7;
whichroomnext[1]:=3;
whichroomnext[2]:=2;
doroom(true,true,true,false);
end;
if room=5 then begin
whichroomnext[0]:=6;
doroom(true,false,false,false);
if not(keycards[2]) then begin
keycard.kcout:=true;
keycard.kcx:=100;
keycard.kcy:=100;
put10shape240(shape3array[11],vaddr2,100,100);
end;
end;
if room=6 then begin
whichroomnext[0]:=11;
whichroomnext[1]:=5;
whichroomnext[3]:=2;
doroom(true,true,false,true);
end;
if room=7 then begin
whichroomnext[0]:=8;
whichroomnext[1]:=4;
doroom(true,true,false,false);
end;
if room=8 then begin
whichroomnext[1]:=7;
whichroomnext[2]:=9;
if not(keycards[0]) then begin
keycard.kcout:=true;
keycard.kcx:=100;
keycard.kcy:=100;
put10shape240(shape3array[9],vaddr2,100,100);
end;
doroom(false,true,true,false);
end;
if room=9 then begin
whichroomnext[2]:=10;
whichroomnext[3]:=8;
doroom(false,false,true,true);
end;
if room=10 then begin
whichroomnext[1]:=11;
whichroomnext[3]:=9;
if not(keycards[1]) then begin
keycard.kcout:=true;
keycard.kcx:=100;
keycard.kcy:=100;
put10shape240(shape3array[10],vaddr2,100,100);
end;
doroom(false,true,false,true);
end;
if room=11 then begin
whichroomnext[0]:=10;
whichroomnext[1]:=6;
doroom(true,true,false,false);
end;
if room=255 then begin
if keycards[0] and keycards[1] and
keycards[2] and keycards[3] then
begin
levelover:=true;
cls(0,vga);
outtextxy('You Have won!',5,5,9,7,vga,false);
outtextxy('But as you can see this level is not done yet.',5,15,9,7,vga,false);
{outtextxy('Anyway');}
readln;
inc(level);
end
else begin
cls(0,vga);
outtextxy('You Cannot Leave Yet',5,5,9,7,vga,true);
repeat until keypressed; tempch:=readkey;
levelover:=false;
shipframe:=1;
room:=254;
end;
end;
if (room=254) and not(levelover) then goto newroom;
{**** GAME LOOP ****}
{*******************}
Repeat
ch2:=#1;
ch:=#1;
flip240(0);
{***Collision Check***}
if numpits>0 then
for i:=0 to (numpits-1) do with pits[i] do
if collision(shipx,shipy,5,4,px,py,4,4)
then begin
levelover:=true;
cls(0,vga);
grapherror:=loadpicsuperpacked(0,0,vga,false,true,'tbpit.tb1');
{outtextxy('You Fell In A Pit!',5,5,9,2,vga,false);}
clearkeyboardbuffer;
repeat until keypressed; tempch:=readkey;
end;
if keycard.kcout then
if collision(shipx,shipy,5,4,keycard.kcx,keycard.kcy,5,5)
then begin
keycard.kcout:=false;
case room of
3: keycards[3]:=true;
5: keycards[2]:=true;
8: keycards[0]:=true;
10:keycards[1]:=true;
end;
put10shape240(shape3array[0],vaddr2,keycard.kcx,keycard.kcy);
end;
if shieldup[room] then
if collision(shipx,shipy,5,4,shieldx,shieldy,5,5)
then begin
shieldup[room]:=false;
put10shape240(shape3array[0],vaddr2,shieldx,shieldy);
inc(shields);
pal(254,shields*4,0,0);
for itemp:=0 to shields do
for jtemp:=71 to 78 do
horizontalline(250+(itemp*4),
254+(itemp*4),jtemp,
47-itemp,vaddr);
end;
if laserup[room] then
if collision(shipx,shipy,5,4,laserx,lasery,5,5)
then begin
laserup[room]:=false;
put10shape240(shape3array[0],vaddr2,laserx,lasery);
end;
if computers[room] then
if collision(shipx,shipy,5,4,computerx,computery,10,5)
then begin
cls(0,vga);
grapherror:=loadpicsuperpacked(0,0,vga,false,true,'tbconsol.tb1');
tempkc:=0;
if keycards[0] then begin
inc(tempkc);
putpixel(147,132,0,vga);
end;
if keycards[1] then begin
inc(tempkc);
putpixel(179,132,0,vga);
end;
if keycards[2] then begin
inc(tempkc);
putpixel(179,160,0,vga);
end;
if keycards[3] then begin
inc(tempkc);
putpixel(147,160,0,vga);
end;
case room of
0: begin
inc(computer_0hits);
if computer_0hits=1 then begin
outtextxy('COMPUTER ACTIVATED:',47,30,2,0,vga,true);
outsmalltextxy(' HUMAN YOU HAVE COME TOO SOON. LEVELS 3',47,40,2,0,vga,true);
outsmalltextxy(' AND 4 ARE INCOMPLETE.',47,48,2,0,vga,true);
outsmalltextxy(' ANYWAY I CAN SEE YOU ARE NOT THE',47,58,2,0,vga,true);
outsmalltextxy(' TENTACLEE COMMANDER. YOU ARE IN',47,66,2,0,vga,true);
outsmalltextxy(' GRAVE DANGER. LUCKILY THE MAIN',47,74,2,0,vga,true);
outsmalltextxy(' COMPUTER SYSTEM DOES NOT APPROVE',47,82,2,0,vga,true);
outsmalltextxy(' OF THE TENTACLEE''S POLICIES.',47,90,2,0,vga,true);
outsmalltextxy(' I PERSONALLY CANNOT SHUT OFF THE TRACTOR',47,100,2,0,vga,true);
outsmalltextxy(' BEAM. YOU MUST RETRIEVE FOUR KEYCARDS',47,108,2,0,vga,true);
outsmalltextxy(' SCATTERED AROUND THE FLIGHT DECK.',47,116,2,0,vga,true);
outsmalltextxy(' THE MAP BELOW WILL AID YOU.',47,124,2,0,vga,true);
end;
if computer_0hits=2 then begin
outtextxy('COMPUTER ACTIVATED:',47,30,2,0,vga,true);
outsmalltextxy(' HUMAN I HAVE ALREADY TOLD YOU MUCH.',47,40,2,0,vga,true);
outsmalltextxy(' COLLECT THE 4 KEYCARDS, MADE OF',47,48,2,0,vga,true);
outsmalltextxy(' RUBY, GOLD, EMERALD, AND ALUMINUM.',47,56,2,0,vga,true);
outsmalltextxy(' WATCH OUT FOR ENEMIES NOT UNDER MY',47,66,2,0,vga,true);
outsmalltextxy(' CONTROL, RADIOACTIVE FLOORS, AND',47,74,2,0,vga,true);
outsmalltextxy(' EXTREMELY DEEP PITS.',47,82,2,0,vga,true);
end;
if computer_0hits>2 then begin
outtextxy('COMPUTER ACTIVATED:',47,30,2,0,vga,true);
outsmalltextxy(' HUMAN, GO AWAY. YOU ANNOY ME.',47,40,2,0,vga,true);
outsmalltextxy(' I HAVE TOLD YOU EVERYTHING.',47,48,2,0,vga,true);
end;
end;
end;
clearkeyboardbuffer;
repeat until keypressed; tempch:=readkey;
shipx:=shipx+(4*framedir[1,shipframe]);
shipy:=shipy+(4*framedir[0,shipframe]);
end;
{***DO EXPLOSIONS***}
{ for i:=0 to 30 do
if passive[i].exploding then with passive[i] do begin
inc(explodeprogress);
putshape240(shape2array[35+explodeprogress],vaddr2,
20,9,x,y+howmuchscroll);
if explodeprogress>4 then begin
dead:=true;
exploding:=false;
putshape240over(14800(*shape2array[34]*),vaddr2,
20,9,x,y+howmuchscroll);
end;
end;
}
{***MOVE BULLET***}
if bullet1out then begin
case bullet1dir of
1:begin dec(bullet1y,5);
collide:=upcollide(bullet1x,bullet1y,5,-5,3,vaddr2);
end;
2:begin inc(bullet1x,5);
collide:=leftcollide(bullet1x,bullet1y,5,10,3,vaddr2);
end;
3:begin inc(bullet1y,5);
collide:=upcollide(bullet1x,bullet1y,5,10,3,vaddr2);
end;
4:begin dec(bullet1x,5);
collide:=leftcollide(bullet1x,bullet1y,5,-5,3,vaddr2);
end;
end;
if collide<>0 then bullet1out:=false;
if bullet1out then putshape(shape3array[76],vaddr,10,9,bullet1x,bullet1y);
end;
if bullet2out then begin
dec(bullet2y,5);
if bullet2y<5 then bullet2out:=false;
if bullet2out then putshape(shape3array[76],vaddr,10,9,bullet2x,bullet2y);
end;
{***MOVE ENEMIES***}
{ for j:=0 to 30 do begin
if passive[j].dead=false then begin
inc(passive[j].y);
if(passive[j].y)>190 then passive[j].dead:=true;
end;
end;
for j:=0 to 30 do begin
if passive[j].lastshot>0 then dec(passive[j].lastshot);
if (passive[j].dead=false) and (passive[j].shooting)
and (passive[j].lastshot=0) and (passive[j].y>0)
then begin
tempilg:=7;
for i:=0 to 5 do if enemy[i].out=false then tempilg:=i;
if tempilg<>7 then begin
passive[j].lastshot:=30;
enemy[tempilg].out:=true;
enemy[tempilg].y:=passive[j].y;
enemy[tempilg].x:=passive[j].x+5;
enemy[tempilg].yspeed:=5;
enemy[tempilg].kind:=25;
if passive[j].kind=11 then enemy[tempilg].kind:=26;
end;
end;
end;
for j:=0 to 5 do begin
if enemy[j].out then begin
putshape(shape2array[enemy[j].kind],vaddr,
20,9,enemy[j].x,enemy[j].y);
enemy[j].y:=enemy[j].y+enemy[j].yspeed;
if enemy[j].y>189 then enemy[j].out:=false;
end;
end;
}
{***READ KEYBOARD***}
if keypressed then BEGIN
ch:=readkey;
if ch=chr(0) then ch2:=readkey;
if ch=#27 then levelover:=true;
clearkeyboardbuffer;
if ch2='M' then begin
if (shipframe=2) and (shipxadd=0) then shipxadd:=2
else if (shipframe<>2) then shipframe:=2
else inc(shipxadd);
end;
if ch2='K' then begin
if (shipframe=4) and (shipxadd=0) then shipxadd:=-2
else if (shipframe<>4) then shipframe:=4
else dec(shipxadd);
end;
if ch2='H' then begin
if (shipframe=1) and (shipyadd=0) then shipyadd:=-2
else if (shipframe<>1) then shipframe:=1
else dec(shipyadd);
end;
if ch2='P' then begin
if (shipframe=3) and (shipyadd=0) then shipyadd:=2
else if (shipframe<>3) then shipframe:=3
else inc(shipyadd);
end;
if ch2=';' then help;
if ch='+' then begin
inc(whatdelay);
if whatdelay>25 then whatdelay:=25;
end;
if (ch='P') or (ch='p') then begin
coolbox(65,85,175,110,true,vga);
outtextxy('GAME PAUSED',79,95,4,7,vga,false);
clearkeyboardbuffer;
repeat until keypressed; tempch:=readkey;
end;
if ch='-' then begin
dec(whatdelay);
if whatdelay<1 then whatdelay:=1;
end;
{if (ch='S') or (ch='s') then sbeffects:=not(sbeffects);}
if ch2='<' then savegame;
end;
if (ch=' ') and havegun then begin
if (bullet1out=false) then begin
{if sbeffects then StartSound(Sound[4], 0, false);}
bullet1out:=true;
bullet1x:=shipx+3;
bullet1y:=shipy+4;
bullet1dir:=shipframe;
putshape(shape3array[76],vaddr,10,9,bullet1x,bullet1y);
end
else
if (bullet2out=false) then begin
{if sbeffects then StartSound(Sound[4], 0, false);}
bullet2out:=true;
bullet2x:=shipx;
bullet2y:=shipy;
bullet2dir:=shipframe;
putshape(shape3array[76],vaddr,10,9,bullet2x,bullet2y);
end;
end;
{***MOVE SHIP***}
ucollide:=upcollide(shipx,shipy,abs(shipyadd),-abs(shipyadd),10,vaddr2);
dcollide:=upcollide(shipx,shipy,abs(shipyadd),8,10,vaddr2);
lcollide:=leftcollide(shipx,shipy,abs(shipxadd),-abs(shipxadd),8,vaddr2);
rcollide:=leftcollide(shipx,shipy,abs(shipxadd),0,8,vaddr2);
if (shipframe=1) and (ucollide<>0) then shipyadd:=0;
if (shipframe=3) and (dcollide<>0) then shipyadd:=0;
if (shipframe=2) and (rcollide<>0) then shipxadd:=0;
if (shipframe=4) and (lcollide<>0) then shipxadd:=0;
shipy:=shipy+shipyadd;
shipyadd:=shipyadd-sgn(shipyadd);
shipx:=shipx+shipxadd;
shipxadd:=shipxadd-sgn(shipxadd);
case ucollide of
5: begin
changeroom:=true;
room:=whichroomnext[0];
end;
end;
case dcollide of
5: begin
changeroom:=true;
room:=whichroomnext[1];
end;
end;
case rcollide of
5: begin
changeroom:=true;
room:=whichroomnext[2];
end;
end;
case lcollide of
5: begin
changeroom:=true;
room:=whichroomnext[3];
end;
end;
if (shipyadd<>0) or (shipxadd<>0) then inc(walking,4)
else walking:=0;
if walking>12 then walking:=0;
CASE shipframe of
1 : putshape (shape3array[60+walking],vaddr,10,9,shipx,shipy);
2 : putshape (shape3array[61+walking],vaddr,10,9,shipx,shipy);
3 : putshape (shape3array[62+walking],vaddr,10,9,shipx,shipy);
4 : putshape (shape3array[63+walking],vaddr,10,9,shipx,shipy);
END;
waitretrace;
flip (vaddr,vga);
if odd then begin
pal(250,0,0,63);
pal(251,63,0,0);
odd:=not(odd);
end
else begin
pal(251,0,0,63);
pal(250,63,0,0);
odd:=not(odd);
end;
for i:=0 to whatdelay do waitretrace;
if changeroom then goto newroom;
until levelover;
END;
function grinput(xv,yv,howlong,forecol,backcol:integer):string;
var tempst:string;
ch3:char;
label bob;
begin
tempst:='';
ch3:='<27>';
repeat
repeat until keypressed;
ch3:=readkey;
if (ch3=#8) and (ord(tempst[0])>0) then begin
fillblock(xv,yv,ord(tempst[0])*8+xv,yv+8,backcol,vga);
dec(tempst[0]);
end;
if length(tempst)>=howlong then goto bob;
if ch3>#20 then tempst:=concat(tempst,ch3);
if tempst[0]>#0 then
outtextxy(tempst,xv,yv,forecol,backcol,vga,true);
bob:
until ch3=#13;
grinput:=tempst;
end;
procedure loadshapes;
var x,y,i,j,shape:byte;
begin
grapherror:=loadpicsuperpacked(0,0,vaddr,false,true,'ships.tb1');
for i:=0 to 47 do
for j:=0 to 29 do begin
ShapeTable1^[bigship1off+((j*43)+i)]:=getpixel(i,j,vaddr);
ShapeTable1^[bigship2off+((j*43)+i)]:=getpixel(i,j+32,vaddr);
ShapeTable1^[bigship3off+((j*43)+i)]:=getpixel(i,j+64,vaddr);
end;
grapherror:=loadpicsuperpacked(0,0,vaddr,false,true,'tbshapes.tb1');
for j:=0 to 1 do
for i:=0 to 9 do
for x:=0 to 17 do
for y:=0 to 17 do
ShapeTable1^[shapearray[(((j*10)+1)+i)]+((y*18)+x)]
:=getpixel(1+x+(i*19),1+y+(j*19),vaddr);
cls(0,vaddr);
end;
procedure littleopener;
begin
grapherror:=loadpicsuperpacked(0,0,vga,true,false,'moon2.tb1');
fade;
cls(0,vga);
grapherror:=loadpicsuperpacked(0,0,vga,false,true,'moon2.tb1');
for i:=0 to 15 do
for j:=0 to 18 do begin
ShapeTable1^[6000+((j*16)+i)]:=getpixel(i+9,j+178,vga);
ShapeTable1^[6400+((j*16)+i)]:=getpixel(i+30,j+178,vga);
end;
fillblock(0,178,319,199,0,vga);
unfade;
flip(vga,vaddr);
flip(vaddr,vaddr2);
for i:=100 downto 0 do begin
flip(vaddr2,vaddr);
putshape(6400,vaddr,16,18,i,100);
waitretrace;
if keypressed then if readkey=#27 then exit;
flip(vaddr,vga);
end;
flip(vaddr2,vga);
outtextxy('>KCHK< TOM! WHERE ARE YOU GOING?',5,180,15,0,vga,true);
pauseawhile(500); if keypressed then ch:=readkey;
waitretrace;
fillblock(0,178,319,199,0,vga);
outtextxy('Ooops. ',5,180,24,0,vga,true);
pauseawhile(500); if keypressed then ch:=readkey;
for inte:=0 to 151 do begin
flip(vaddr2,vaddr);
putshape(6000,vaddr,16,18,inte*2,100);
waitretrace;
flip(vaddr,vga);
if keypressed then if readkey=#27 then exit;
end;
flip(vaddr2,vga);
pauseawhile(5);
fade;
cls(0,vga);
unfade;
end;
procedure littleopener3;
var star_x:array[0..5]of integer;
star_y:array[0..5]of integer;
begin
loadlevel3shapes;
grapherror:=loadpicsuperpacked(0,0,vga,true,false,'tbl2ship.tb1');
fade;
cls(0,vga);
grapherror:=loadpicsuperpacked(0,0,vaddr,false,true,'tbl3intr.tb1');
blockmove(0,3,171,117,vaddr,10,10,vga);
putshape (shape3array[60],vga,10,9,113,52);
unfade;
outtextxy('Hmmmm... STUPID TRACTOR BEAM.',10,155,10,0,vga,false);
outtextxy('I GUESS I''D BETTER GO SHUT IT OFF.',10,165,10,0,vga,false);
pauseawhile(700);
clearkeyboardbuffer;
for i:=24 downto 0 do begin
blockmove(0,3,171,117,vaddr,10,10,vga);
putshape (shape3array[60+(4*(i mod 4))],vga,10,9,113,28+i);
waitretrace; waitretrace; waitretrace;
waitretrace; waitretrace; waitretrace;
end;
putshape (shape3array[60],vga,10,9,113,28);
fillblock(10,155,300,185,0,vga);
outtextxy('I''M LUCKY I WORE MAGNETIC SHOES.',10,155,12,0,vga,false);
outtextxy('Hmmmm. SOMEONE LEFT THE AIR-LOCK',10,165,12,0,vga,false);
outtextxy(' UNLOCKED. STRANGE.',10,175,12,0,vga,false);
pauseawhile(600);
clearkeyboardbuffer;
putpixel(110,20,10,vga);
putpixel(110,22,10,vga);
fillblock(111,14,123,29,0,vga);
fillblock(10,155,300,185,0,vga);
outtextxy('I HOPE THIS ISN''T A TRAP.',10,155,9,0,vga,false);
outtextxy('I WISH I HAD SOME FORM OF ',10,165,9,0,vga,false);
outtextxy(' WEAPON.',10,175,9,0,vga,false);
pauseawhile(600);
clearkeyboardbuffer;
fade;
cls(0,vga);
blockmove(179,41,287,134,vaddr,10,10,vga);
for i:=0 to 5 do begin
star_x[i]:=37+random(70);
star_y[i]:=18+random(56);
putpixel(star_x[i],star_y[i],15,vga);
end;
outtextxy('WOW!! A GLASS-WALLED AIR-LOCK.',10,135,9,0,vga,false);
unfade;
pauseawhile(500);
clearkeyboardbuffer;
fillblock(10,135,300,185,0,vga);
outtextxy('NOW WHERE ARE WE GOING?',5,125,9,0,vga,false);
outtextxy('I GUESS THE PLANET EERM.',5,135,9,0,vga,false);
outtextxy('WHAT AN ODD NAME.',5,145,9,0,vga,false);
outtextxy('AND WHY AM I TALKING TO MYSELF?',5,155,10,0,vga,false);
outtextxy('ANYWAY I JUST WANT TO GO HOME',5,165,9,0,vga,false);
outtextxy(' AND SLEEP.',5,175,9,0,vga,false);
clearkeyboardbuffer;
j:=0;
while (j<2400) and (not(keypressed)) do begin
inc(j);
for i:=0 to 5 do begin
putpixel(star_x[i],star_y[i],0,vga);
inc(star_x[i]);
if star_x[i]>107 then begin
star_x[i]:=37;
star_y[i]:=18+random(56);
end;
putpixel(star_x[i],star_y[i],15,vga);
end;
waitretrace; waitretrace;waitretrace;
end;
if keypressed then ch:=readkey;
fade;
cls(0,vga);
unfade;
end;
procedure playthegame(lev:integer);
begin
fade;
cls(0,vga);
unfade;
cls(0,vaddr);
level:=lev;
if level=0 then begin
littleopener;
shields:=10;
score:=0;
inc(level);
end;
beginscore:=score;
beginshields:=shields;
loadshapes;
grapherror:=loadpicsuperpacked(0,0,vga,true,false,'tbsobj.tb1');
hiscore:=showhiscore(false,false);
if level=1 then begin
setupsidebar;
y:=0;
{levelone};
end;
if level=3 then begin
setupsidebar;
beginscore:=score;
beginshields:=shields;
littleopener3;
levelthree;
end;
clearkeyboardbuffer;
coolbox(70,85,170,110,true,vga);
outtextxy('GAME OVER',84,94,4,7,vga,false);
for inte:=0 to 100 do waitretrace;
repeat until keypressed; tempch:=readkey;
clearkeyboardbuffer;
hiscore:=showhiscore(false,false);
if score>lowscore then begin
coolbox(10,75,310,125,true,vga);
outtextxy('NEW HIGH SCORE!',90,80,12,7,vga,false);
outtextxy('ENTER YOUR NAME (10 Chars)',30,90,0,7,vga,false);
hiname:=grinput(110,110,10,11,7);
hiscore:=showhiscore(false,true);
end;
hiscore:=showhiscore(true,false);
fade;
cls(0,vga);
end;
procedure shadowrite(st:string;x5,y5,forecol,backcol:integer);
begin
outtextxy(st,x5+1,y5+1,backcol,0,vga,false);
outtextxy(st,x5,y5,forecol,0,vga,false);
end;
procedure QUIT;
label menu2;
begin
coolbox(90,75,230,125,true,vga);
barpos:=0;
outtextxy('QUIT??? ARE YOU',97,82,9,7,vga,false);
outtextxy('ABSOLUTELY SURE?',97,90,9,7,vga,false);
repeat
if barpos=0 then outtextxy('YES-RIGHT NOW!',97,98,150,0,vga,true)
else outtextxy('YES-RIGHT NOW!',97,98,150,7,vga,true);
if barpos=1 then outtextxy('NO--NOT YET.',97,106,150,0,vga,true)
else outtextxy('NO--NOT YET.',97,106,150,7,vga,true);
ch:=menuread;
if (ord(ch)>219) and (ord(ch)<224) then inc(barpos);
if ch='Y' then barpos:=0;
if ch='N' then barpos:=1;
if barpos=2 then barpos:=0;
until ch=#13;
if barpos=1 then goto menu2;
settext;
gotoxy(1,23);
textcolor(7);
{if sbsound then shutdownsb1;}
shutdown;
halt;
menu2:
barpos:=6;
end;
label picloader,menu;
begin
setuptb1;
ReadConfigFile;
axel_und_carmen:=true;
{as_of_9-22-94} {change_back_10-6-94} {uh_oh 2-21-95} {gone for real long time 10-12-95}
{not carmen anymore, but Gus}
randomize;
setupvirtual;
fade;
setmcga;
cls(0,vga);
grapherror:=loadpicsuperpacked(0,0,vga,true,false,'tbomb1.tb1');
score:=500;
shields:=10;
playthegame(3);
unfade;
quit;
end.